Remove Xeno from Lost City Map

Hi all,

After playing several games of the new map (Lost City - Mutant Escape), I can tell that this map is heavily sided to Mutants Win. From what I have heard, nobody has managed to get past stage 4 unless your in a lock room or playing with friends. To improve the balance of the gameplay for this map, I suggest to:
  • Remove Mutants becoming Xeno.
  • Reduce the stage 5 time from 2 minutes to 1 minute.
Hopefully these changes will make the gameplay a little bit more balance and might actually give soldiers a chance at winning! :D

Thanks for reading, please do share your thoughts.

Abel.

Comments

  • I agree with you, Abel. Mutants have a huge lead on that map.
  • -1 xeno can’t be removed, it’s the main mutant. For the -1 Minute it’s ok
  • wrote:
    Toxic;n6917215]-1 xeno can’t be removed, it’s the main mutant. For the -1 Minute it’s ok

    What do you mean it can't be removed? There are other mutants...lol
  • I mean, OFC it can be removed. Would be strange. Since the XENO is the MAIN mutant in every MM.
  • Almost finished one run, but at the last stage, running from mutants, I've messed up and died from timer before i was ever able to climb on stairs.

    If you wanna know, this map is really well balanced. But because of people don't know how to play vs maidens (invisibility + double height of jump) or assasins (stun grenades? and increased speed) from event, they letting mutants come too close and next stage becomes a struggle even with Commandos ON.

    Remember last map, if people becomes Commando on first stage, they never finish last stage (in non-friend room). Because Commando allows to survive longer, but cuts in firepower.

    Well, i'm just enjoying killing myself at first pit and mess up soldier defense right off the bat.
  • wrote:
    Toxic;n6917369]I mean, OFC it can be removed. Would be strange. Since the XENO is the MAIN mutant in every MM.

    Hmm, not really. You're forgetting Havoc, Devil Terminator and Evil Terminator which are all used in various maps in Mutant mode varieties.

    https://crossfirefps.fandom.com/wiki/Havoc
    https://crossfirefps.fandom.com/wiki/Devil_Terminator
    https://crossfirefps.fandom.com/wiki/Evil_Terminator

    keixrome wrote: »
    Almost finished one run, but at the last stage, running from mutants, I've messed up and died from timer before i was ever able to climb on stairs.

    If you wanna know, this map is really well balanced. But because of people don't know how to play vs maidens (invisibility + double height of jump) or assasins (stun grenades? and increased speed) from event, they letting mutants come too close and next stage becomes a struggle even with Commandos ON.

    Remember last map, if people becomes Commando on first stage, they never finish last stage (in non-friend room). Because Commando allows to survive longer, but cuts in firepower.

    Well, i'm just enjoying killing myself at first pit and mess up soldier defense right off the bat.

    I have to disagree on this. If the map was balanced then it wouldn't be one sided to Mutants. Not a single player has finished this map legitimately and that is due to Mutants being overpowered. I don't know about you however, in the last map for this mode, we were able to get to the last stage with good players on both sides (Mutants / Soldiers).

    And players not knowing how to play against maidens or assassins shouldn't be a excuse. It's not like they haven't been here for years.
  • +1

    The map is very one sided, it's too hard to keep mutants off at the end of stage 2 and every single game that I've played ended in stage 3 at most.

    I suggest increasing the mutant respawn timer a little on stage 2, or remove the speed arrow that boosts them back into action so soldiers have a chance to get through the portal without being followed by never-ending waves of mutants.
  • [QUOTE=[MOD]Abel;n6917383]I have to disagree on this. If the map was balanced then it wouldn't be one sided to Mutants. Not a single player has finished this map legitimately and that is due to Mutants being overpowered. I don't know about you however, in the last map for this mode, we were able to get to the last stage with good players on both sides (Mutants / Soldiers).[/QUOTE]

    In my case, i've learned all the ways and timings on the map previosly before, so i knew when, where and how (next time should not to talk in a chat but take a pic, sorry). It was easier because in the room was around 14 players (1 xeno, 1 assassin and others are Husk/Draids) with me being commando alone.

    [QUOTE=[MOD]Abel;n6917383]And players not knowing how to play against maidens or assassins shouldn't be a excuse. It's not like they haven't been here for years. [/QUOTE]

    Excuse is not about having maidens or assassins, excuse about how to play vs players that mastered them. For now usually I'm ending up score in top 5 without ever picking a gun. Mutate bunch at first gate, get killed, if not - mutate once again at second gate and make a killing spree at last gate, resulting in players transforming into commandos and dying on the second stage for good.

    Main point of ths map is that on spots some players should stay before and secure previous position before team will be able to open next gate. Look at stage 3 - mutants spawn point are so far away, that it makes to take a whole round spin to make into soldiers. But just because people are escaping too fast, mutants are open the closed gate at stage 2 and comes full force from shortcut.
  • We have to get used to the ideal choice for 30 people to stay in "Xeno"

    5 Hero (7000HP » up 12000) / 4 Xeno / 21 Mutant = 30

    upd'--

    The point of this episode is to escape.
  • +1 Awful map. Impossible to win for the soldiers (even if they glitch it seems), lagg (FPS down to 40 for many players), bugs and glitches (which I hope they fix).
    JackPain (Sweden)